← ClaudeAtlas

asset-speclisted

Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
NITISH-R-G/skills-i-use · ★ 1 · AI & Automation · score 65
Install: claude install-skill NITISH-R-G/skills-i-use
If no argument is provided, check whether `design/assets/entity-inventory.md` exists: - If it exists: read it, find the first entity or screen with status "Needed" but no spec file yet, and use `AskUserQuestion`: - Prompt: "The next unspecced item is **[name]**. Generate specs for it?" - Options: `[A] Yes — spec [name]` / `[B] Pick a different item` / `[C] Stop here` - If no entity inventory: check `design/assets/asset-manifest.md`. If manifest exists, same flow above but reading from manifest. - If neither exists: **start the Entity & Screen Inventory flow** (Phase 0b below) rather than failing. --- ## Phase 0b: Entity & Screen Inventory (runs when no arguments and no existing inventory) This flow produces `design/assets/entity-inventory.md` — the master list of everything the game needs visually. Run once before asset spec work begins. ### Step 1 — Gather from docs Read all available source material in parallel: - `design/gdd/systems-index.md` — extract every system listed - All GDDs in `design/gdd/` — extract: Visual/Audio Requirements sections, UI elements mentioned, VFX events, any named entities (characters, enemies, buildings, items) - `design/art/art-bible.md` — extract: any named visual categories, asset type expectations - `design/narrative/` — scan for any character or world entity documents if they exist (optional — not required) ### Step 2 — Build proposed inventory Organize everything found into categories: ``` Characters / Protagonists Enemies / Creat